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Old March 13th, 2001, 05:11 PM

WhiteHojo WhiteHojo is offline
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Default Re: A pirates life for me...

quote:
Originally posted by mac5732:
SJ & WHojo, what about limiting the amount of resources or tech from planet that you are on. Possibly limiting this to say after turn 50 or 100. that way you would have it in the beginning but after that you would have better luck on your bases, ships.
In regards to colony ships, is it possible to mod so that captured pop could be used as a form of trade. This way when you capture a
colony ship, you could trade to any player, if no takers, then they take the long walk on the plank, and you keep the ship. if this
is possible you could take away the colonization aspect of using captured pop to colonize thus cutting down on rapid expansion
As for tractor beams, it just seems that this is something in the game that is basically useless. I just thought by utilizing it as a vital piece it would liven up the boarding and make it worthwhile to have. I guess I read to much of the old Lesman series by EE Doc Smith. The pirates always used tractor beams to pull victims in.
just some ideas. mac

another quick thought, how about letting them able to capture and use robo-miners to get resources instead of using planets?

[This message has been edited by mac5732 (edited 13 March 2001).]



Mac - I think you're right on target w/the limiting planet side mining to the early game - that's what I did anyway. I put a self imposed limit on my new large planet base of 3 or 4 (can't remember exactly) min miners and 1 each of org & rad. Kept the original planet's setup the same (w/the exception of scrappin 1 Min miner and building a Res facility early on)... some type of self imposed limit on the number of mining facilities is required in my opinion (but I don't know of any way to mod these into the game -just have to trust the player)

don't know of any way to actually trade captured POP other than offering the whole colony ship to someone - if there was another Human player of 2 in the game, imagine the price you could get for a colony ship loaded w/a race that breathes a diff atmo than them... let the resources role in!!! However, I'm not sure if the computer would count the Pop in a colony ship as a bonus or not (or even if they'd recognize em at all - trade value wise)

Personally, I've never seen a valid use for the tractor beam or repulsor beam... if anyone else has used em let us know. To me, they'd just be wasted space.

The robo miners, I must confess, became a guilty concession in my game - I found myself building em quite often - but only on spacebase platforms - only way to get a return on the investment - but the depleting resources is kind of annoying (and I know you can disable it, but it's not that bad)

keep up the ideas



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